| White Pawn VIII |
Pawn returns covered in lumps of dirt, but fully healed and grinning smugly, but halts outside the doorway when White Knight holds up a hand - feeling that his familiar's presence will not help the beast be reasonable.
White Knight readies himself to strike should the chimera make a move to attack or escape.
| Ariok Birch |
"My companions and I are still weighing our options, but neither of those will likly be our choice." Ariok says as he eyes the beast.
"Have you anything to offer in the defence of your actions and suspected crimes before we come to a decision?"
| DM Nate |
1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 5 ⇒ (14) + 5 = 19
6d8 ⇒ (8, 5, 5, 7, 6, 2) = 33
The beast snorts and snickers at Ari. Without saying another word, it inhales deeply and prepares to spew forth acid once again. Before it can, White Knight drives home the scimitar he had trained on it. The blade does not inflict enough damage to stop it though, and a mist of acid covers both of the men. Ari and WK2 both take 16 acid damage for their successful saves.
In a flash, Jacomo and Igmutanka have the creature unconscious again but the question of how to proceed still seems somewhat unanswered...
| White Knight II |
"We should kill it now," White Knight says flatly, poised but waiting to see if any of his companions object.
| White Knight II |
It has fast healing which stops when it dies, so if we kill it it should stay dead. So anything ought to do as long as it does the damage, the problem was keeping it down but alive.
| DM Nate |
Just to clarify: I never said it had fast healing... I said "if it has fast healing" and then followed that up with "if it has regeneration"... The fact that Igmutanka was randomly chopping at the unconscious body and never killed it lends some credence to the idea that it may actually have regeneration...
| Ariok Birch |
"The beast seems eager enough to die, we might as well give it a try. Igmutanka, would you please drive this abomination into the floor so that we may determine the extent of its curative powers?"
| DM Nate |
Igmutanka is unfamiliar with some of the words and phrases that his companions use, but his understanding of the subtle cues of body language, tone, and inflection make him fairly confident that the strangely attired healer is asking him to resume hacking away at the creature with his axes.
| White Knight II |
"Rin can you produce those elemental rays at will? If so might I ask that you try out different elements upon the beast see if any do permanent damage? If not I suggest we get some horse bones from outside and place them inside its brains and heart, I do not believe its gradual regenerative properties would allow it to force them out."
| Jacomo Pagliacci |
Doth not the root force through the stone?
Jacomo, apparently disinterested in the riddle of the Chimera's death, attends to the thrones. He looks them over in detail, tracing their carvings with a fingertip and becoming lost in thought. Did once I perform before seats such as these, to the merriment of a king and his queen? I know not.
| Rin Fizzlefuse |
Rin looked back when she heard her name. She looked even paler than she had when they entered and seemed to be on the verge of losing her lunch. This prolonged injury to the beast seemed to be taking a toll on her. The idea that she'd add her own form of pain to it just made her go whiter.
"I don't have any metal. Bane metal. I've tried three of the four elements."
Though her words and look on her face said no her actions said yes. Perhaps it was in hopes of expediting the creature's death. Whatever her reasons Rin blasted the beast with an icy cold ray.
Action: Energy Ray with cold damage.
Ranged Touch Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Cold Damage: 4d6 + 4 ⇒ (6, 5, 5, 2) + 4 = 22
| DM Nate |
Rin finds some consolation in the fact that the beast is clearly unconscious and unaware of anything being done to it. It's body has been damaged badly enough that it's difficult to see it healing, but with careful observation it can be seen that the cold does not stop its regeneration either.
| Ariok Birch |
"Rin, I know that this is hard for you, and I, for that matter, but I can assure you that this creature got little joy from its torment of other beings and ending it is likely the only chance this realm has for peace."
Ari continues with some saddness in his voice,
"None of us here has a penchant for torture, what needs doing will be done as humanely as possible."
| White Pawn VIII |
Pawn who flew over as soon as the questioning was abandoned and has been dancing around carving rude words in the chimeras hide with his ranseur looks up guiltily at Ariok's words. Hiding the weapon behind his back he backs away from the slowly healing, I bum weasels carved into the creatures left haunch.
| White Knight II |
"Maybe we could leave Pawn here stabbing and search the Keep for this bane metal? Though we should check the can do sufficient damage to keep it down first..."
Pawn can probably just coup De grace it every round or so and keep it down while we go off an explore, and he is linked to WK if there is a problem. Thoughts?
| DM Nate |
It's regeneration seems fairly slow- Pawn could probably keep it down without a problem (especially now that Igmutanka has chopped into it so much).
| Rin Fizzlefuse |
Rin nodded her agreement. Anything to get out of this room was agreeable.
"Maybe they know what the bane metal is in town. If there's anyone left in town. Or maybe this thing has confiscated some and kept it here somewhere for safety."
| White Knight II |
White Knight nods, he retrieves a pearl from a pocket and concentrates upon it for a moment, casting a spell that leaves his sword crackling briefly again with sparks. Then he retrieves two more pearls, clasping each in his palm in turn.
Recovering Shocking Grasp and casting into Spell Storing Scimitar, recovering Shocking Grasp again, then recovering Vanish.
"Let us search the Keep first," he says moving back into the entry way and heading to the right ready to systematically go through every room.
| White Knight II |
"Possibly, but it might well had ebeen unable to access many rooms due to its size and a Keep seems more likely to contain special metals than a town. So we have eliminated cold iron, mithril - which serves as silver - and steel, that leaves adamantine? Maybe even something more uncommon for battle like gold?"
| DM Nate |
@Igmutanka (and everyone else)- if you take an action that requires a roll, like moving stealthily, roll the check when you take the action. Responsive rolls like sense motive when someone else is bluffing I'll roll for you to avoid slowing things down waiting for those rolls. For perception, I'll roll your passive checks (free checks to notice things or opposed checks against someone else's stealth) and if you actively look for something (which cost a move action) you roll your check when you post the action.
@WK2- please remember to update your hp in the info that appears with your posts (you took 16 from the breath weapon). Also, are you heading for the door that was on the right on the way in (that Igmutanka pointed out earlier) or the one that's on the right as you exit the throne room?
| Jacomo Pagliacci |
Jacomo shrugs. "I may not entirely know who or what I am, sir Knight, but I am certainly no metallurgist. I do have a fair weight of gold crowns, however, if you care to test that particular theory. Since your Pawn is able to keep the monster sedated, I would prefer to search the premises." Jacomo notes Igmutanka's stealthy stance as they proceed from the Throne Room.
"Shall we stay together for protection, or separate ourselves so as to hasten the search? I would gamble that this Chimera serves no greater master, and it seems an unlikely sort to suffer servants. Also, a band is only as stealthy as it's loudest member." Jacomo inclines his head towards the hunter.
"Perhaps Igmutanka and I should proceed one way in stealth whilst you proceed another in more direct fashion?"
Perception: 1d20 ⇒ 1
Stealth, per above: 1d20 + 14 ⇒ (15) + 14 = 29
| White Knight II |
Will do, always bad about up dating these, must do better :)
"Ariok could myself and Rin prevail upon you for some healing?" White Knight asks, checking his acid burns, and while he is at it deciding to cast a spell to enhance his vitality.
False Life: 1d10 + 7 ⇒ (7) + 7 = 14
To Jacamo he inclines his head, "That seems a eminently sensible solution. Does anyone have a way to contact the other group in the event of trouble? If Pawn were available I would send him with the other group, but such is not the case."
| White Knight II |
"Many thanks. I suppose we just shout as loudly as we can," White Knight says, "How about the stealthy go left thenres tof us right?"
He gestures to the left of the entrance and to the right - as if from the point of view of someone entering the Keep.
| DM Nate |
Are people going along with WK2's plan? If so, I'll start posting for both groups as soon as I get some confirmation; if not, let me know where you're all actually heading.
| Igmutanka Hanhepi |
Igmutanka taps on Jacomo's shoulder and whispers:
-Maybe you want to turn off that- pointing to the continual flame effect on the ioun stone.
Then he adopts his stealthy stance and they both lose themselves into the darkness...
| Jacomo Pagliacci |
"Of course! My apologies, I quite forget that it is there." Jacomo concentrates for a moment and the flaming stone becomes visible. He plucks it from the air and slips it into his shirt.
"Onwards, good Hunter." Jacomo falls in step behind Igmutanka as they creep deeper into the keep.
Sleight of Hand/hiding ioun torch: 1d20 + 18 ⇒ (10) + 18 = 28
| DM Nate |
Please begin your post by stating which party you are in (inside bold and ooc tags)
| White Knight II |
Non-stealth
Asking Ariok to use Bit of Luck and Rin to try and aid.
As they move White Knight questions his companions about there abilities and assuming he is willing to share asks Ariok, "Could you use this luck ability on me so I can try to break down the door, I have an ability to empower myself once a day, so we need to maximize our chances of success. Rin I appreciate brute force is not your strong suit, but could you attempt to aid me? But first let me check for magic..."
He checks for magic and if there is none on the locked door, and Ariok is willing to use his Bit of Luck ability, he charges the door slamming his shoulder against it skin flaring with sudden neon blue light as his nanites activate lending him a sudden surge of raw power.
Wooden Doors: Constructed of thick planks nailed together, sometimes bound with iron for strength (and to reduce swelling from dungeon dampness), wooden doors are the most common type. Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it. Sometimes. instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well-maintained (not stuck) and unlocked, although important areas are locked up if possible.
Strong Wooden Door: These sturdy doors can take some punishment before breaking. Good wooden doors are rarely double doors, however. Strong wooden door typical stats: AC 3; hardness 5; hit points 22; DC 16 Break [stuck] or 18 [locked])
Very Strong Wooden Door: These wooden doors are often bound with iron and often guard important areas. Very strong wooden door typical stats: AC 3; hardness 5; hit points 30; DC 23 Break [stuck] or 25 [locked])
Stone Doors: Carved from solid blocks of stone, these heavy, unwieldy doors are often built so that they pivot when opened, although dwarves and other skilled craftsfolk are able to fashion hinges strong enough to hold up a stone door. Secret doors concealed within a stone wall are usually stone doors. Otherwise, such doors stand as tough barriers protecting something important beyond. Thus, they are often locked or barred. AC 3; hardness 8; hit points 90; DC 28 Break [stuck] or 28 [locked]) are difficult to break through. They are a feature in dungeons built by deep-dwelling races such as dwarves and drow.
Iron Doors: Iron doors are hinged like wooden doors. They are usually locked or barred.
Bit of Luck allows you to roll twice and take the best result.
Str: 1d20 - 1 + 1 + 10 ⇒ (4) - 1 + 1 + 10 = 14
Str: 1d20 - 1 + 1 + 10 ⇒ (18) - 1 + 1 + 10 = 28 I select this one :)
| Ariok Birch |
non-stealth group
Ari is happy to chat as they walk, finding it easy to open up to White Knight when Pawn isn't around. When they reach the door, Ari agrees and activates Bit of Luck on his android companion.
| DM Nate |
| White Knight II |
White Knight stands rubs his shoulder and begins to say in his monotone mirthless voice, "Hahahahaha, ha, very amusing, I have allowed my own sense of foreboding to skew my judgement it seems. Downwards?"
If there are no objections he begins leading the way down the staircase, his eyes piercing the darkness with ease.
| White Knight II |
You could always come over to us, I imagine you heard us knocking the door down, if you can no longer be stealthy might as well not be split?
| DM Nate |
They can roll perception if they want but it's a fair distance with a lot of stone walls in between... They decide to reunite if they're giving up on stealth though.
| Jacomo Pagliacci |
"Stealthy" Party
Jacomo nods again and assaults the door, focusing his attacks around the lock (and presumably bolting mechanism) and then the hinges in an attempt to remove the door quickly and completely rather than chop a man-sized hole through it.
Well this is quite tiresome. Twice now in recent memory - that seemingly being the only kind in my possession - I have been stymied by a simple locked door. Perhaps I shall apply myself to the study of locksmithing at my earliest opportunity, so as to save myself from such troubles in the future!
| DM Nate |